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Kwanzaa Quickie
Nov 4, 2009
I'm at work right now so I can't link directly, but the Titanfall armor pack is really nice, too. Just search Titanfall on the XCom2 workshop and it should pop right up.

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pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

Thanks for all the mod suggestions. Have they upped sword damage or hit chance since first release? I had a melee ranger that was situationally very useful but she didn't have the damage output of the shotgun ranger. A mod for this would be cool.

Backhand
Sep 25, 2008
They have, actually. Blademaster now gives +10% chance to hit, so if you take it you will pretty much always have 100% sword attacks (barring debuffs). It still doesn't make the sword amazing, but it does mean that shotguns are no longer the uncontested kings.

Swords are also VERY good against rulers if you have that DLC, because a sword attack only ever counts as one action and not two. With guns you often have to move and then shoot, which means the ruler gets two actions. With the sword they just get the one, and since they love moving around a bunch, this will usually proc Bladestorm and mess them up further.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Throwing Axe/RAGE blademasters turned rangers from those things I forgot exist once I get psi-ops to one of my best units.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Dez Orwell posted:

I'm at work right now so I can't link directly, but the Titanfall armor pack is really nice, too. Just search Titanfall on the XCom2 workshop and it should pop right up.

It's this:

http://steamcommunity.com/sharedfiles/filedetails/?id=650731226

a cow
May 6, 2007


friendship is magic
in a pony paradise
don't you judge me

apostateCourier posted:

I don't know if this has been discovered before, but it's possible to throw/fire a grenade to anywhere the game can figure out a path to- including places that are far, far out of range. Place your cursor where you want the grenade to land, and press the button corresponding to the grenade. If it's a valid placement for the IRG (Infinite Range Grenade), the AoE preview will flicker there. Cancel the grenade, queue it back up, and on the frame on which the flicker happens, confirm the grenade. It will land there, and cause damage correctly. The firing/throwing animation will break as well.

I saw this and thought "welp game's broken", but it honestly is not a big upgrade to the grenadier class' power level. Which I guess says enough about game balance.

monster on a stick
Apr 29, 2013
Beagle is playing LW again, glory be.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Backhand posted:

They have, actually. Blademaster now gives +10% chance to hit, so if you take it you will pretty much always have 100% sword attacks (barring debuffs). It still doesn't make the sword amazing, but it does mean that shotguns are no longer the uncontested kings.

Swords are also VERY good against rulers if you have that DLC, because a sword attack only ever counts as one action and not two. With guns you often have to move and then shoot, which means the ruler gets two actions. With the sword they just get the one, and since they love moving around a bunch, this will usually proc Bladestorm and mess them up further.

Also the level 2 swords have a stun chance which is even better because you might get 1-3 more actions to attack the dazed ruler. And then mix in Bladestorm so your Ranger has another chance to get attacked/stunned when he tries to run away.

Last time I did the Nest mission I actually had this happen with Bradford stunning the ruler, me whaling on him for extra turns, then Bladestorm hitting and inflicting stun *again* when Snakedick summoned his escape portal. I almost finished him off in that mission from that series of hilarity but he managed to escape with 5-6 HP left.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
How is Grazed shot damage calculated? For some reason I had the idea in my head that it is half of minimum damage, but I just missed out on my first Codex kill because a 97% hit chance 6-8 damage shot did 2 damage to a 3 health Codex due to Dodge. I figured I was good even on a Grazed but apparently I was mistaken. I tried looking it up online and I can only find mods that remove it or people complaining about the mechanic, and whatever my thoughts on it I would actually like to understand it so I don't get into situations like that.

I did grab a mod a while back that prioritizes Crit over Dodge to stop those 100% hit 95% crit point blank shotgun blasts for 2 damage though, and it's great. Occasionally sucks when it fucks over my LW Shinobi's 100% dodge until damaged perk but that's worth it imo.

bpACH
Apr 5, 2009

Locke Dunnegan posted:


I did grab a mod a while back that prioritizes Crit over Dodge to stop those 100% hit 95% crit point blank shotgun blasts for 2 damage though, and it's great. Occasionally sucks when it fucks over my LW Shinobi's 100% dodge until damaged perk but that's worth it imo.

FYI, that should be fixed in the base game now.

The first patch changed it so that 100% shots can't be dodged: http://steamcommunity.com/games/268500/announcements/detail/843669090303101447

Bogart
Apr 12, 2010

by VideoGames

Locke Dunnegan posted:

How is Grazed shot damage calculated? For some reason I had the idea in my head that it is half of minimum damage, but I just missed out on my first Codex kill because a 97% hit chance 6-8 damage shot did 2 damage to a 3 health Codex due to Dodge. I figured I was good even on a Grazed but apparently I was mistaken. I tried looking it up online and I can only find mods that remove it or people complaining about the mechanic, and whatever my thoughts on it I would actually like to understand it so I don't get into situations like that.


I think this is how it works. Alien fires. You roll your Defense first to see if an attack misses or hits. If you fail defense, you roll Dodge, and if you succeed that roll, you'll take Graze damage. Speculation: the potential damage is then rolled, but halved -- so the Sectoid's 4-6 shot is now 2-3, which would allow for the damage variance you've noted.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

bpACH posted:

FYI, that should be fixed in the base game now.

The first patch changed it so that 100% shots can't be dodged: http://steamcommunity.com/games/268500/announcements/detail/843669090303101447

I like the mod better. I would actually like it if crit subtracted from dodge until it zeroed out and then started counting crit, but I don't know if there's a mod that does that or if that's possible at all. Having no Graze on 100% but having full Graze on 99% seems like a lazy fix for only a small portion of why people don't like Dodge as a mechanic.

Bogart posted:

I think this is how it works. Alien fires. You roll your Defense first to see if an attack misses or hits. If you fail defense, you roll Dodge, and if you succeed that roll, you'll take Graze damage. Speculation: the potential damage is then rolled, but halved -- so the Sectoid's 4-6 shot is now 2-3, which would allow for the damage variance you've noted.

My shot was 6-8 damage, which Grazed for 2. So it did 1/3 minimum damage, so I don't think it's just half of a damage roll.

Exposure
Apr 4, 2014

Locke Dunnegan posted:

I like the mod better. I would actually like it if crit subtracted from dodge until it zeroed out and then started counting crit, but I don't know if there's a mod that does that or if that's possible at all. Having no Graze on 100% but having full Graze on 99% seems like a lazy fix for only a small portion of why people don't like Dodge as a mechanic.


My shot was 6-8 damage, which Grazed for 2. So it did 1/3 minimum damage, so I don't think it's just half of a damage roll.

it's set in XComGameCore.ini:
code:
[XComGame.X2Effect_ApplyWeaponDamage]
GRAZE_DMG_MULT=0.5f
Not sure why it went to 2 instead of 3.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I dunno then. Maybe it's a weird interaction with the LW perks that increase base weapon damage. I'll just work with it being half of minimum damage and see if it's wonky any more.

Einbauschrank
Nov 5, 2009

Do Psi-Ops somehow benefit from kills? I once read there might be the possibility that they learn quicker through kills, but I could never confirm this.

Kwyndig
Sep 23, 2006

Heeeeeey


Einbauschrank posted:

Do Psi-Ops somehow benefit from kills? I once read there might be the possibility that they learn quicker through kills, but I could never confirm this.

No, Psi-ops can only promote through the facility and kills don't have any effect.

Backhand
Sep 25, 2008
Well, I finally just drove off the berserker queen. Didn't kill, just drove off.

I definitely didn't like her nearly as much as Snake Dick. Her ground pound has an insanely wide effective range, and knocks unconscious / disorients / almost everybody it hits.... so unless you see her coming and space your guys WAY the gently caress out, you'd better pray you can get her HP low enough before she reaches the center of your formation. The first time she did this, she wound up stunning two of my guys, disorienting one, knocking one unconscious, and then the remaining two panicked (and one threw a grenade at the VIP with his panic action. :xcom: )

I eventually got her but had to save scum to do it. If the guys carrying the bowcaster and freeze grenade didn't get their hits in, she just rolled over me every time. The Spark's armor helped, letting it get out in front and tank to a degree, but she only bothered with one attack on it before beelining for the squishy humans. Revival protocol earned its keep that day; without it, I am absolutely certain I would've lost at least one or two people going for the evac, as she knocked my ranger unconscious and badly wounded her. As it was, I made it out on the final turn, and had to abandon a fair chunk of loot to do it; I just didn't have the extra turn to go pick it up before the Skyranger left.

It makes for an exciting story in hindsight, I suppose, but I felt like I really did have to savescum the battle in order to not wind up with a Code Black, and thus I felt pretty drat lousy about it, win or no.

If I'd had any decent gear for the encounter then things might have gone differently, but this queen showed up early, and I don't know how characteristic that is. When she arrived, I'd just finished getting gauss weapons and squad size six, but didn't yet have predator armor, a proving grounds, or a psi lab, and thus lacked the means to either take hits or disable / debuff her in any meaningful way besides the freeze grenade. I get that XCOM is not about being able to win every battle, but that fight quite simply didn't feel fair, and I didn't enjoy it like I did the viper king.

Hopefully I just got really, really unlucky on the timing.

Treemeister
Oct 15, 2006

HAY GUYS
I just had a squad wipe from a berserker queen on the first facility mission. I was all set to enter the last building when she emerged from the fog of war. I had just lost my grenadier carrying my frost bomb from a muton crit through full cover, so I didn't have very many options. She killed three people while I tried to do enough damage and then the next two during her turn.

Time to start over!

Emong
May 31, 2011

perpair to be annihilated


In very a very important update, my punch-based SPARK class now has a config option that gives all its punches Bigger SPARK Punches level knockback, and is now worth using.

I'm done shilling now, I promise.

BexGu
Jan 9, 2004

This fucking day....

Kwyndig posted:

No, Psi-ops can only promote through the facility and kills don't have any effect.

Are there any good tutorials to making new class? I want to do a psi-ops class using the long war perks structure ( Fuse being the base line talent)

Emong
May 31, 2011

perpair to be annihilated


BexGu posted:

Are there any good tutorials to making new class? I want to do a psi-ops class using the long war perks structure ( Fuse being the base line talent)

This is the one I used to get started. Just copy a LW class instead of one of the vanilla ones and you should be good to go.

Speedball
Apr 15, 2008

Now that I can finally play as them, Sparks are a little more fragile than I'd like, but still pretty awesome. Their heavy weaponry lets them act like a Heavy/Grenadier, they've got some minor hacking abilities, Jump Jets and Shredding are integral, and of course they can Kool-Aid Man through walls and take shots three times in one turn if necessary.

Installing a snarky AI in them is just the cherry on top.

The Biggest Jerk
Nov 25, 2012
Dunno if its just me but the bad accuracy of sparks, no utility items, inability to mod their weapons or increase aim really makes me consider just switching them for another grenadier. In most cases the consumables of the spark is enough to carry it through the mission, but for long missions it really drags down the team, especially like the final mission

Count Uvula
Dec 20, 2011

---
Main advantage of sparks I've found is that you can easily get them to have 4 armor. Mutons and sectopods gently caress with that a lot, but most other enemies can't deal with it. Can't remember if MECs have shred outside their rockets.

Though I downloaded the mod to make their weapons moddable, and they're not super soldiers or anything even with +15 aim and 3 free reloads.

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride
I just used spark to bust into a prison cell using the kool aid man. Somehow the wall was left intact but he got inside?? I wanted to just pull out the VIP and walk around the building to the exit. Jake!!!

Also I think their big feature is overdrive, heavy weapon, and their blast power. Yeah in a long mission they aren't as good as a gunnerdier, but I feel like they're more expendable than a regular soldier, and more durable.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Yesterday I learned that you can mind control VIPs and make them evac themselves. It is definitely a wonderful thing to do with an extra Psi Op.

Backhand
Sep 25, 2008
Gonna abort this run. I feel like I'm doing okay on the tactical layer, but as for the strategic.... well, let's just say that after starting the game, if you get one engineer in the space of two months and have Predator armor unlocked for at least another month, but not enough trooper corpses to actually buy it, then maaaaybe the RNG is loving you a bit.

Crosspeice
Aug 9, 2013

You could've bought another Engineer at base. And how the hell do you not have 6 Trooper Corpses for Predator? You get that many in the first mission. Were you selling them? Why the hell were you selling them?

Backhand
Sep 25, 2008
Because I didn't even have plated armor researched yet, they were the Very Interested item at the black market, and I figured I had plenty of time to pick up more by the time they were relevant.

Then I got nothing but evac-style missions pretty much nonstop from them on. Meaning no corpses.

And I did actually try to recruit back at base. They had a scientist, and I think a ranger up for grabs. That was it.

Bloody Pom
Jun 5, 2011



I've been playing around with the LW perk pack some more, and I've found that Assaults are disgustingly broken when specced correctly. I also found that Close Combat Specialist (free reaction shot on any enemy movement within 4 tiles) has an amazing interaction with the Viper's tongue grab.

My Assault immediately blew away the Viper when it tried to constrict her, then gunned down the other three aliens in the pod when they tried to get into cover. :fuckoff:

Speedball
Apr 15, 2008

I really wish the Shen's Last Gift mission also gave you a ton of supplies for finishing it. I mean, you take out a facility full of junk robots, how can you not salvage something from all that scrap?

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride

Speedball posted:

I really wish the Shen's Last Gift mission also gave you a ton of supplies for finishing it. I mean, you take out a facility full of junk robots, how can you not salvage something from all that scrap?

I was thinking, well you leave from the roof in a hurry... but then again, I wouldn't think there's any defense left with Julian dead.

Backhand
Sep 25, 2008
I think they explicitly say that when Julian dies, all of the tower's defenses shut down.

I'm not certain though.

Sanctum
Feb 14, 2005

Property was their religion
A church for one
An unlikely series of events lead to a very strange final mission for me. Basically I activated the final fight on a turn when I wasn't even ready to approach the entrance yet. From way back here:


I should have inched everyone a bit closer before approaching the entrance, but the mission is so drat long I moved one person in while I had blue moves on everyone. Activated a patrollling pod with an andromedon + 2 codex. I couldn't kill any of them this turn so I opened with rift, maybe get a lucky mind control. Right? :q:



I mind controlled one codex and caused the other to panic. The panicking codex moved far away from me and shot at the avatar. And hit. Avatar pod activates, avatar teleports on being hit, I have a mind controlled enemy inside the room, and the avatar has teleported into LOS so the teleporter spawns all trigger. Again, this all happened with 1 void rift. Everyone else had blue moves. I moved/dashed into position at the entrance thinking this might actually be easy with a long, narrow choke on my side.



Wrong. So very wrong. :( Every time I moved back up another random active codex popped in the next turn to negate all my overwatch, the whole thing was a huge clusterfuck.

Deuce
Jun 18, 2004
Mile High Club
Is there an up-to-date goon character pool?

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
Did anyone else wait until their first psi operative had every possible skill before unleashing her on the aliens?

I felt like I was training a monster or something

Ravenfood
Nov 4, 2011

Pattonesque posted:

Did anyone else wait until their first psi operative had every possible skill before unleashing her on the aliens?

I felt like I was training a monster or something
Always, because taking her out of the tank risked injuring her and slowing the training progress.

aegof
Mar 2, 2011

Pattonesque posted:

Did anyone else wait until their first psi operative had every possible skill before unleashing her on the aliens?

I felt like I was training a monster or something

I did that with the first one, but the next four were in and out whenever I felt like it.

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!

Deuce posted:

Is there an up-to-date goon character pool?

The one in the OP is still being updated, whenever anyone sends me things!

EDIT: For your convenience, https://drive.google.com/open?id=0B4vbWbHpBrhqTFNsLTJGcmpVR2c

idonotlikepeas fucked around with this message at 23:09 on Aug 1, 2016

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Carecat
Apr 27, 2004

Buglord
Is there no way to repair a spark faster or get more slots? A month for gravely wounded with a single repair slot is brutal.

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